Comments (1)
Apparently the game is perfectly able to handle the compressed buffer being cut off at the end, since the length of the compressed buffer is stored in the level header. It does throw a Z_BUF_ERROR
error since it expects more data than what exists, but doesn't get misaligned and just carries on with its day despite the checksum being cut off.
I'll still fix this, but there doesn't seem to be any risk to level data. Quite the overreaction on my part.
from principia.
Related Issues (20)
- Add JavaScript scripting support HOT 12
- Haiku OS port TODO
- Unable to open levels saved in older versions in the sandbox
- Controller support
- Player-controlled object tracking
- Shadows disappear when the shadow's object is out of the screen HOT 1
- Robot Manager targetting an absorbed robot crashes the game on Windows with certain inputs HOT 6
- Switching to CalVer
- WASM port using Emscripten
- TODO issue for 2024.02.29 HOT 5
- Holes in terrain HOT 2
- "Disable third layer" flag does not affect the "Builder" tool in Adventure mode
- Joint strength problems in Connection Edit and Multi-Select
- Glitchy Jittering Scrolling on Levels
- There is no way to know the "Alpha" value of a "Pixel" object after switching to GTK 3. HOT 1
- Crash when trying to destroy a bomb from the "Bomb launcher" if the robot holding it is dead.
- New dialog for the pixel on GTK UI backend HOT 1
- Runtime setting to change main community site domain HOT 2
- Make OpenGLES available on non-Android
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from principia.